Dragon Fist part 6
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This chapter explains the cosmology of Tianguo and details many of its most popular gods. Of
course, you can’t have the good without the bad, so the villains also get their due. You’ll find
NPC kits for some of the more common bad guys, as well as stats for the emperor himself and a
number of his key lieutenants. And no fantasy game would be complete without a stable of nasty monsters, so the chapter is rounded out with a fine selection of inhuman opponents for the PCs.
The Creation of the Universe According to the shamans, the universe came into being when the two cosmic forces of yin
and yang came together out of chaos. From these two opposing forces rose the Five Elements,
and these agents created the Ten Thousand Things. The realm of yang became known as
Heaven, and realm of yin, Earth. Beneath the Earth there was Hell, which for this reason is
also known as the Earth-prison.
Heaven and EarthThe ruler of Heaven is the Jade Emperor, who is also known as the Lord-on-High and the Lordof Heaven. The Jade Emperor presides over a Heavenly Court, which is mirrored by the earthly
court of Tianguo. He rules over an assemblage of gods and spirits, and is served by ministers
and generals. His most important servants are the Dukes of the Five Elements, each of whom
controls a ministry based on his element (so, for example, the Duke of Wood controls the
Ministry of Wood). Other ministries are within the purview of the different elements. War, for
instance, is under the Ministry of Metal, while Flood Control is under the Ministry of Water.
Each ministry is served by a number of lesser gods and countless spirits.
Some of the Jade Emperor’s vassal gods live on Earth. The most important of these is the
Stove God (also known as the Kitchen God). The Stove God watches over mortal households
throughout the year and ascends to Heaven on the New Year to give a report to the Jade
Emperor on the people’s activities. Also important are the City Gods. These are usually deified
mortals who are in charge of protecting particular cities. They are served in turn by the EarthGods, who protect the local citizens from wandering ghosts and other dangers.
In addition to gods and mortals, Earth is also home to many spirits. Many of these are
Nature spirits, and represent such things as mountains, springs, and rivers. Others are ances-
tors, or other spirits of the dead.
Lastly, there are the dragons, who are found in Heaven and Earth. For the most part,
dragons are just and benevolent, widely hailed as bringers of luck and good fortune. The
Heavenly Dragons pull the chariots of the gods and help defend the Jade Emperor; the Spirit
Dragons live in the sky and cause the rain to fall; and the Dragon Kings rule the seas and
other bodies of water. The only truly malevolent members of the species are the hoard drag-
ons, who greedily guard their treasure and usually live alone in forsaken places.
Hell Hell is under the Earth, and it is the place where po souls go for judgement and punishment
after death. Since the birth of the universe, Hell had been ruled by Zhongwen. The King of
Hell is served by ten demonic magistrates, whose job is to judge the dead and who rule the
courts of Hell. The rest of Hell is given over to the torment of the condemned.
The corruption of the fourth emperor had an enormous effect on Hell. Musheng, the
demon lord who gave Jianmin the tainted lotus, was able to steal the power of the hun souls,
using it to overthrow Zhongwen and proclaim himself the King of Hell. Most of the demons
followed his lead, but some remained loyal to Zhongwen. The two factions have been at war
for decades now, but the Jade Emperor has not stepped in.
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The Fate of the Soul Human beings in Tianguo are born with two souls. The upper soul, or hun, comes from
Heaven itself. It is the divine spark that provides the animating force. The lower soul, or po,
comes from Earth and represents human nature. It is the personality and consciousness, andalso the animal and the instinct.
When a human dies, the souls part ways. The hun ascends back to Heaven, where the
Jade Emperor absorbs it. The po descends to Hell, the Earth-prison. Since the po is the person-
ality, it is this soul that is judged by its deeds during life. When the soul arrives in Hell, it is
brought before a demonic magistrate who passes judgement. The po can meet any of several
fates, including but not limited to the following.
• The soul is sentenced to serve time in Hell for shortcomings during life. After the sen-
tence is carried out, it either is reborn on Earth or becomes a demon.
• The soul is rewarded for its good deeds during life by becoming a spirit. Some become
the guardians of particular places, others are sent to serve the City Gods, and yet others
return to guide their descendents.
• A very few souls are deified upon death. They either ascend to Heaven to serve the JadeEmperor or are sent to Earth to fulfill their new duties. Spirits who perform exceptional
deeds can also be deified. Many of the City Gods are former mortals who were
rewarded for their virtue.
The above options assume that the departed received a proper burial. Those who
were not buried at all return to Earth as ghosts and haunt the mortal world. Those who were
buried improperly return to their dead bodies and animate them, becoming hopping vampires.
It is proper to make sacrifices to deceased relatives. Most families have a shrine where
they offer food and wine to their dead. Spirits of the dead expect such veneration and may
become angry if it is not forthcoming. Many of the “hungry dead” are ancestor spirits who
have been ignored by their descendents.
The Vassals of HeavenThe heavenly pantheon is far from static. While the Jade Emperor and Gods of the Elements
have been in Heaven since time immemorial, they are frequently joined by humans whose
earthly deeds warrant deification. Usually a member of the Jade Emperor’s court will notice a
worthy candidate and act as an advocate for the po soul of the deceased. If the advocate is
persuasive enough, the Lord of Heaven grants the worthy one immortality and godhood by
reuniting the po soul with its hun counterpart. Some of these new gods stay in Heaven to serve
the Jade Emperor’s court, while others return to Earth to become City Gods or the like. With
few exceptions, most of the gods of Tianguo were once human. Some of more popular gods are
described here.
The Three Legendary EmperorsThese three culture heroes, who defined so much of Tianguo’s society, were deified immedi-
ately upon death. They are primarily worshiped in their aspects of the Builder, the Sower, and
the Flood Controller. Zu is usually depicted with a scroll of laws, and his symbol is the wood-
cutter’s ax. Shao is depicted holding a stalk of wheat, and his symbol is the farmer’s hoe. Xian,
last of the Legendary Emperors, is usually surrounded by nine dragons (for the Nine Provinces
of the empire), and his symbol is the arrow that tragically took his life.
Diao Zu’enThis famous soldier, who helped defeat the strange barbarians from over the sea and then con-
vinced the Dragon Kings to protect Tianguo with the bao feng, is worshipped as the God of
Loyalty. He never wavered in the face of adversity, and sacrificed all for Tianguo. He is a popu-
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lar god among the imperial soldiery. His symbol is a shield made of tortoise shell.
Ying Weihan Ying was a general of Zhuo during the Seven Kingdoms period. He is celebrated for the TenBattles, in which he saved Zhuo from destruction by defeating ten different armies in four
years. He is worshiped as the God of War, and his tactics in the Ten Battles are studied to this
day. He is usually depicted riding a chariot pulled by dragons, and his symbol is the halberd.
Chu Zhongtai This man was a low-ranking official in the court of Emperor Shangwei. When some plotters
tried to bribe their way into the palace, Chu Zhongtai [CHOO ZHUNG-DIE] repeatedly
refused their advances. Shortly after reporting the matter, he was murdered by the plotters. He
is worshipped as the Honest Official and has a place of honor in the Jade Emperor’s court. His
symbol is a pair of open hands, colored white.
Fan Xianli Born into a impoverished noble family, Fan Xianli [FAN SHYEN-LEE] stayed at home as allher brothers went to war against the Yi and were killed. When finally her father was called up
to serve, she cut her hair and went in his place. Her great heroism helped defeat the Yi, and
she covered her family’s name with glory. She is now worshiped as the Filial Daughter. Many
female martial artists also honor her as a Goddess of War. Her symbol is a simple soldier’s
sword.
Niu Dahan A merchant during the Seven Kingdoms era, Niu Dahan [NYOH DAH-TSEUN] made a for-
tune running caravans throughout Tianguo during that dangerous time. He was always ready
with a scheme or a scam and managed to avoid both bandits and treasure-hungry generals.
According to one story, he escaped capture by riding away on the back of a tiger, and is often
depicted riding one in statues. He is worshipped as the God of Wealth, and his symbol is a set
of scales.
Li BaibinThe second son of Emperor Chaoshi was cursed by a powerful demon. Li Baibin, a famous
wizard, was called in to remove the curse. Unable to do so, she crafted a spell to take her to
Hell, where she defeated the demon with exploding pearls and forced him to remove the curse.
Li Baibin is worshipped as the Goddess of Magic and is often invoked for aid against demons.
Her symbol is a pearl ringed with fire.
Qishi In the early days of the Jade Brotherhood, the monks had yet to develop their formidable mar-
tial arts. A gang of bandits attacked Qishi’s monastery, looking for treasure. Many of the
monks were slain by the well-armed bandits, but Qishi [CHEE-TSEU] picked up a spade andkilled all the enemies with his mighty blows. He is worshipped as the Protector of Temples,
and his symbol is the monk’s spade.
Nonplayer Characters
NPC KitsNonplayer characters (NPCs) are everyone else in the game world of Tianguo, with whom the
PCs interact—and, frequently, fight. Just like PCs, these characters can also have kits that rep-
resent specialized roles. While most average foes don’t require much beyond a character class,
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kits help detail recurring or especially powerful enemies. This section details two kits, the
eunuch sorcerer and the Imperial Guard soldier. As the PCs fight against the emperor’s corrup-
tion, they’re likely to encounter these two types of villains repeatedly. As the DM, you may
want to design other NPCs specifically for your campaign. These kits, as well as those for thePCs, are good guidelines.
Eunuch Sorcerer Description: While there have been eunuchs in imperial service for many centuries, they
have risen to prominence only in the last twenty years. Previously emasculation was a punish-
ment, and eunuchs were relegated to menial duty in the palace. Emperor Jianmin, however,
saw an opportunity to create a power bloc in the capital loyal only to him. He began to use the
eunuchs to spy for him and put them in charge of running the palace. He later convinced
some of the Dragon’s Breath to teach a small number of eunuchs the secrets of magic. It was
thus that the eunuch sorcerers were born.
When the emperor ate the tainted lotus and turned to evil, the eunuchs continued to sup-
port him against all detractors. In return Jianmin gave them more and more power. Ten years
ago he appointed the four most powerful eunuch sorcerers as his lieutenants. Now they rule asthe Lords of the North Wing, South Wing, East Wing, and West Wing. They and their minions
are the pillars of Jianmin’s reign.
Organization: The Lords of the Four Wings control the eunuchs and, in effect, the
empire. Each is responsible for administrating a quarter of the empire, and provincial gover-
nors report directly to them. They in turn answer to the emperor himself.
Within the eunuchs, sorcerers are the elite. The leadership all come from their ranks;
lesser eunuchs act as spies, couriers, and informants.
Requirements: Apart from the obvious, a eunuch sorcerer must have an Intelligence of
at least 12.
Benefits: Eunuch sorcerers are both feared and respected. They have nearly unlimited
power in the capital, where they can requisition anything they need. Their power isn’t so great
outside Zuyang, but provincial officers are careful to treat them with respect. Most members of
the imperial bureaucracy obey the commands of a eunuch sorcerer without question.
Although they learned magic from the Dragon’s Breath, the sorcerers have not pursued
the path of harmony. Instead, they have chosen to codify magic into a rigid structure. This
allows them to cast certain spells with increased effect, but denies the bonus spells available
to Dragon’s Breath members.
At each level, a eunuch sorcerer can chose one preferred spell that has been practiced to
perfection. This mastery means that when casting a preferred spell, the sorcerer gets +1 to
each damage die (if applicable) and –1 to the target’s saving throw.
Due to their rigorous training, eunuch sorcerers are immune to all forms of charm
and beguilement.
Hindrances: Eunuch sorcerers must of course be eunuchs. While this is often inflicted
as a punishment, many have begun volunteering for the procedure because of the power the
eunuchs hold.Eunuch sorcerers must answer to the emperor. It is their loyalty that keeps them in power
and safe from the emperor’s whims. Those who act out of line are dealt with quickly and never
heard from again.
Equipment: Eunuch sorcerers wear the finest of robes and generally have as much
money as they need. Other than the spellbook, equipment varies highly from one individual to
the next.
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Imperial Guard Description: The Imperial Guard of Tianguo has a long and glorious
history. They were founded during the reign of Xian, last of the Three
Legendary Emperors. While the previous emperors had used personaltroops, these usually were members of the emperor’s clan and acted
more as bodyguards than anything else. It was Xian who founded the
Imperial Guard as the emperor’s own army. He opened the Guard to
any who could prove their courage and skill at arms, and he com-
manded it personally. The Imperial Guard struck terror into the Yi and
was instrumental in freeing the empire of the troublesome horse bar-
barians. Their only shame was in Emperor Xian’s untimely death and
their inability to prevent the empire from breaking apart as the gener-
als squabbled.
The Imperial Guard broke apart, along with the rest of the empire,
during the era of Seven Kingdoms. Like Xian, each of the kings had a
personal army, but none matched the glory of the original. When
Shanwei reunited Tianguo, one of his first acts was to reconstitute theImperial Guard. Harkening to the past in this as in most things, Shangwei once again made the
Imperial Guard a force to be reckoned with. This proud tradition carries on to the current day.
Sadly, the glory of the Imperial Guard seems to be coming to an end. As a unit the Guard
has always prided itself on loyalty, and its members have remained loyal to Emperor Jianmin.
If the eunuchs are the emperor’s eyes, then the Imperial Guard are his fists. He has used them
in strikes against the Jade Brotherhood, the Ghost Eaters, and countless others. And each time
the Guard takes part in an unjust attack or slaughter of the innocent, they lose a little more of
their honor. It is no surprise that desertions are on the rise and the ranks are increasingly filled
out with power-hungry ruffians. Soon, all the Imperial Guard will have left is loyalty to the
emperor and the memories of glory past.
Organization: The Imperial Guard form the emperor’s personal army, and he commands
them directly. Under him are seven generals who each control a division (four of infantry, two
of cavalry, and one of chariots). Each division has four captains, assisted by lieutenants. The
lower ranks are filled out by troopers and sergeants. The chain of command is of utmost
importance, and those who flout it are quickly demoted or executed.
Requirements: Members must have a minimum Strength of 11. This kit is open only
to fighters.
Benefits: Imperial Guard soldiers more or less have the run of the empire. As the
emperor’s personal force, they can get away with nearly anything. The emperor lets them have
their fun, as long as they follow his orders and obey the chain of command. While higher-
ranking members of the regular army can technically order lower-ranking Guard soldiers
about, this rarely happens in practice. No one wants to offend the emperor’s pet troops.
Even with the desertions of veterans and the influx of new blood, the Imperial Guard are
still a military force to be reckoned with. Members are trained vigorously and are especially
adept at fighting in units. Imperial Guard soldiers fighting in formation get a +1 bonus to hitand damage to represent this training and discipline.
Additionally, the Guard are trained to be effective in single combat. At 1st level, each sol-
dier must specialize in either the double-edged sword or the halberd. Those who reach 5th
level can specialize in a second weapon of their choice. They also learn a special form of mar-
tial arts taught only in the Guard. At 1st level, to increase movement in times of need, they
learn Speed of the Leopard. At 2nd level they add Iron Palm, to help in unarmed combat, and
Claw of the Crab, to help in making arrests. At 3rd level they learn the Wuxia ability, as well as
Pounce of the Tiger. They can use their special maneuvers even while wearing armor.
Hindrances: Imperial Guard soldiers are part of a military organization: They must follow
orders and do as the emperor instructs. This is often distasteful, but oaths of loyalty must be
adhered to.
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Members of the Guard practice a slightly different kind of martial arts than do the secret
societies. On the upside, they can use martial arts maneuvers while wearing armor. However,
they can never learn any of the Stance maneuvers, which require far too much space for a unit
in formation. They must rely on armor for protection, but increasingly, this is not sufficient.Equipment: Each Imperial Guard soldier receives a standard kit of equipment: full iron lamel-
lar armor with shield (AC 16), double-edged sword, and halberd. (Cavalry use lances instead
of halberds.) A quarter of the units are equipped with bows, as is one member of each chariot
crew (these normally have a crew of three).
The VillainsOnce your players have played Dragon Fist for awhile, they’ll probably want to get at the root
of the evil that plagues Tianguo: Emperor Jianmin. Below you’ll find statistics for the emperor,
as well as one of his eunuch lieutenants. These villains are both quite powerful, so only PCs
approaching Master status should go up against them.
Emperor JianminThe Son of Heaven
AC: 25
To Hit: +4
Hit Points: 100
Martial Arts Maneuvers: Breath Stealing, Claw of the Crab, Five Elements Fist, Grace of the
Crane, Mantis Strike, Might of the Tiger, Nerve Strike, One Hundred Eyes, Plum Blossom Fist,
Rain of Heaven, Ride the Wind, Scorpion’s Sting, Speed of the Leopard, Spring of the Tiger,
Step of the Crane, Torrent of Chi, Way of the Crab (missile), Wind in the Reeds, Whirlwind
Strike, Wuxia.
No. of Attacks: 3
Martial Arts Damage: 1d20/1d20/1d20
Stunts: Might 1d10, Acrobatics 1d8, Fortitude 1d10, Savvy 1d8, Insight 1d3, Charm 1d8
Special Items:
• Tainted lotus: This cursed item keeps the emperor young—as long as he consumes
souls. Due to its magic, Jianmin regenerates 5 hit points at the start of every round, has
a saving throw of 5 in all categories, and has 25% magic resistance. It has also
enhanced his martial arts ability to superhuman levels (reflected in his high AC and
martial arts damage).
• Robes of the Dragon: These are the hereditary robes of the emperors of Tianguo.
According to legend, they were made for the first emperor by the Lord of Heaven him-
self. They allow the wearer to use the 5th-level wizard spell fire breath three times a day
as if cast by a 10th-level wizard.
Jianmin was not always an evil man. After the excesses of his father’s reign, the first seventy
years of Jianmin’s rule seemed, if anything, enlightened. The empire was rebuilt, trade flour-ished, and two generations knew what it was to live in a time of peace and prosperity.
Jianmin’s only fault was in fearing death, but none could foresee the consequences of his
quest for immortality. That tale has been told already in this book, but exactly why the
emperor turned evil remains a mystery to most.
The “peasant” who offered the lotus to Jianmin was in fact the demon lord Musheng. The
lotus was both a source of incredible power and a terrible curse. Certainly it restored the
emperor’s youth, but Jianmin soon discovered that to retain his youth he had to kill his sub-
jects and absorb their souls. At first one victim was enough to satisfy him, but as time went by
his hunger increased. Now he must kill dozens daily to retain his dark gift.
What the emperor doesn’t understand, however, is the effect of the lotus in Hell.
Normally the hun soul ascends to Heaven, and the po soul descends to Hell. But the potent
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magic of the lotus, centuries in the making, causes the emperor to absorb the po souls of his
victims, while the hun souls descend to Musheng. It was the heavenly power of the stolen hun
souls that allowed Musheng to usurp the throne of Hell, and it is the accumulated evil of thou-
sands of po souls that has made the emperor into a malevolent tyrant.Musheng knows that it is Jianmin who keeps him in power, so the emperor is protected by
scores of demons. With an evil ruler on the throne and a usurper ruling Hell, it is only a matter of
time before the Jade Emperor restores the natural order—or so Jianmin fears. The way of Heaven is
not so easily understood, however, and Jianmin may find defeat where he least expects it.
Combat Notes: The emperor is an incredibly tough opponent. Only a group of martial
arts masters, backed up with magic and the blessings of the Jade Emperor, could hope to
defeat him. The PCs should fight Jianmin himself only at the very climax of the campaign, and
even then it is likely that some will die in the battle. When this showdown does occur, pull out
all the stops and use the emperor’s considerable abilities to the utmost. If there’s one combat
your players remember above all the others in the campaign, this should be the one.
Kuang TaojunLord of the East Wing
10th level eunuch sorcerer
AC: 21
To Hit: +0
HP: 50
Martial Arts Maneuvers: Cobra Stance, Ride the Wind, Crane Stance, Dance of the Golden
Lotus, Flying Dragon Fist, Iron Palm, Mantis Stance, Poison the Spirit, Spring of the Tiger, Step of
the Crane, Ultimate Stance, Way of the Crab (slashing), Way of the Dragon (missile), Wuxia.
No. of Attacks: 1
Martial Arts Damage: 1d8
Stunts: Might 1d3, Acrobatics 1d6, Fortitude 1d4, Savvy 1d10, Insight 1d3, Charm 1d6
Spells per Day: 4/4/3/2/2
Spellbook: Kuang Taojun has access to nearly any spell he might need. Before using him as
an opponent, determine his purpose (such as spying or fighting) and give him whatever spells
seem appropriate (bearing in mind the limits imposed by his level).
Kuang Taojun [KWONG DOW-JEUN] is perhaps the emperor’s most feared lieutenant. One of
the first of the eunuch sorcerers, Kuang has used his power to rise high in the emperor’s
graces. He is Lord of the East Wing of the imperial palace and ruler of a quarter of the empire
itself. He controls a network of sorcerers, spies, and assassins and makes sure that the ene-
mies of Jianmin conveniently disappear.
There is no one left alive who knows how Kuang Taojun came to be a eunuch. Kuang
himself made sure of this, of course. A consummate schemer, he has a stranglehold on the
imperial court, and his spies make sure he knows everything worth knowing. Rumors have it
that he and the Lord of the North Wing are at odds, but if there is conflict between them it is
so subtle as to be almost unnoticeable. And these days, a few more deaths in the capital arehardly likely to be noticed.
Kuang Taojun has made it his personal mission to destroy the Dragon’s Breath. Since he was
trained by those wizards, he knows their power all too well. He covets their stores of magical
knowledge and is using all his resources to locate the new headquarters of the secret society. So far
he has been unsuccessful, but his eunuchs are a dagger at the throat of the Dragon’s Breath.
Combat Notes: Kuang Taojun prefers to kill his opponents with spells. Unlike some wiz-
ards in Tianguo, he doesn’t like using martial arts. He’d rather lurk behind his minions and
destroy his enemies with earthbolts. He is usually accompanied by a bodyguard of six 2nd-
level fighters (who are also eunuchs).
Kuang is a typical example of the Lords of the Wings. If you want to introduce any of the
others into your campaign, you can base them on him.
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MonstersDespite the emperor, the army, and countless wizards and shamans, the land of Tianguo has
never been able to rid itself of monsters. Although civilization has risen to great heights, there’salways a hopping vampire around the corner or a weretiger in the jungle. The following section
details are many of the most common monsters of Tianguo. These are ready-made foes for
your characters that can be dropped into nearly any adventure.
Monster StatisticsLike player characters, monsters also have abilities, although they are presented in a slightly
different form. Many of these entries are identical to those for PCs, such as alignment, Armor
Class, and Move. The remaining entries are explained here.
• Climate/Terrain: The area or type of landscape the monster is most likely to be
encountered in.
• Organization: The basic structure of the creature’s society, whether it be solitary, pack,tribal, or an entire civilization.
• Intelligence: This is the same as the player character ability score. The ratings run
from 0 (nonintelligent) through 21+ (godlike intelligence).
• No. Appearing: The average number of these creatures encountered at one time. This
is meant as a guideline; should be careful not to overwhelm your players with a horde
of monsters. When designing an encounter, try to include enough monsters to make it
challenging, but not so many that the PCs have no chance.
• Hit Dice: This controls the number of hit points of damage a creature can take before
being killed. Unless otherwise stated, monster Hit Dice are 1d8 (1–8 hit points). Roll
the creature’s Hit Dice and total the results to determine its hit point total. Some crea-
tures have a “+” and a numeral following the number of Hit Dice; this indicates that the
listed number is to be added to the total rolled on the dice. For example, a weretiger has
6+2 Hit Dice, so its hit points are determined by rolling 6d8 and adding 2 to the result.
• To Hit: This represents the creature’s natural ability to fight. Most creatures will have a
base score to hit between 0 and +5, which is added to the result of a twenty-sided die
roll. Unarmed attacks have a speed of Av (4) unless otherwise noted. Attacks with
weapons use the speed of that weapon.
• No. of Attacks: How often the creature gets to strike in a given round, excluding spe-
cial attacks.
• Damage/Attack: The amount of damage a given successful attack causes.
• Special Attacks/Defenses: Unusual or magical attack or defense forms.
• Magic Resistance: Some creatures have the ability to shrug off the effects of magic.
Whenever a creature with magic resistance is the direct target of a spell (even beneficial
spells such as cures), the DM rolls percentile dice. If the roll is equal to or less than the
creature’s magic resistance, the spell has no effect. Note that a creature receives anyapplicable saving throws in addition to its magic resistance.
• Size: The relative size of a creature. This information is most useful in determining
weapon damage. Tiny (T), Small (S), and Medium (M) creatures take the damage from
the S–M category, while Large (L), Huge (H), and Gargantuan (G) creatures take the
damage from the L category. For example, a spear would do 1d6 points of damage to a
Yi barbarian (a Medium-sized being), but 1d8 to a hoard dragon, a Gargantuan beast.
• Stunts: Monsters also have stunts, though they usually are only good at a few types.
These are abbreviated with the first letter of the stunt type, followed by the die type. For
example, “M 1d6” means a Might stunt, rolling a six-sided die, while “I 1d4” is an
Insight stunt rolled on a four-sider.
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Ghost Climate/Terrain: Any
Organization: Solitary
Intelligence: Average (8–10) Alignment: Lawful evil
No. Appearing: 1
Armor Class: 18
Move: 140, fly 140
Hit Dice: 8
To Hit: +4
No. of Attacks: 2
Damage/Attack: 1–10/1–10
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 15%
Size: M (5–6 feet tall)Stunts: M 1d3, A 1d3, S 1d3, I
1d4, C 1d8
Most commonly, ghosts are the po souls of
those buried improperly who return to Earth.
Some want vengeance on those who botched
their burial, while others simply want to be
set free. Unfortunately, without the balancing
effect of the hun soul, many ghosts degener-
ate into evil monsters who exist only to cause
pain and suffering.
Ghosts usually appear only at night.
However, they are not insubstantial. They
look like a normal person and can be
touched, fought with, or even kissed. Their
ghostly nature gives them great strength,
though, and their blows are fearsome. They
are also resistant to many magical effects.
They can fly at their normal rate at will and
have the Wuxia martial arts ability (based on
hit dice instead of level).
Once per turn a ghost can use the delu-
sion spell. Once a day it can use the charm
person spell. Even without spells, ghosts are
excellent manipulators and use their highCharm stunt to good effect. The ghosts of
young and beautiful women can are espe-
cially good at charming mortals.
Those ghosts who have embraced the
darkness of their po soul can separate their
heads from their bodies. The bodies fight on
as normal, while the heads fly around inciting
terror (a Charm feat) or biting opponents for
1d6 points of damage.
Hoard DragonClimate/Terrain: Any mountains
Organization: Solitary
Intelligence: Exceptional (15–16) Alignment: Chaotic neutral
No. Appearing: 1
Armor Class: 25
Move: 180
Hit Dice: 15
To Hit: +5
No. of Attacks: 4
Damage/Attack: 1–8/1–8/1–10/3–18
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Size: G (50+ ft. long)Stunts: M 1d10, A 1d6, F 1d8,
S 1d8, I 1d4, C 1d6
Most dragons are benevolent and serve the
Jade Emperor in some capacity. Hoard drag-
ons are the exception. These greedy creatures
used to guard the Jade Emperor’s treasure in
Heaven. Over time, however, they came to
believe the treasure was rightly theirs and
failed to give face to the Lord of Heaven. This
was a grave mistake indeed: The Jade
Emperor banished the dragons to Earth.
Since they loved treasure so, hoard dragons
were consigned to live in the mountains and
protect the treasures of humanity until they
were needed. Each and every hoard dragon is
fated to die defending its treasure—it is only
a question of when. This is the Lord of
Heaven’s curse.
Hoard dragons are long and serpentine
and come in a variety of colors. They have
many legs and can move very quickly. In
combat they attack with their two front claws
(1d8 points of damage apiece), a tail lash
(1d10 damage), and a fearsome bite (3d6damage). They also have a full range of
stunts and use them with ruthless efficiency.
Hoard dragons can take human form at
will, but they rarely do so. While other drag-
ons often travel amid humanity, hoard drag-
ons stay close to home. They must, after all,
guard their treasure.
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PossessionAll spirits (including ghosts) and
demons have the power to pos-sess mortals. Those of good align-ment usually only possess willing
victims, while those of evil align-
ment do whatever suits them.Often possession is the only way
for a demon to get to Earth.
Possession is an Insight feat,with a TN equal to the Wisdom
score of the victim or 15,
whichever is higher. Once in con-
trol of a mortal body, the possess-ing entity can use it as desired.
However, it has no access to the
memories of the host (so it couldnot cast spells known the victim,
for instance). Possession lasts a
number days equal to the result of the stunt die; the possessing
entity can attempt another Insight
feat to retain control. While theyare free to leave the body at any
time, possessing spirits and
demons usually must be cast out
by shamans.
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Hopping VampireClimate/Terrain: Any land
Organization: Solitary
Intelligence: Low (5–7) Alignment: Chaotic evil
No. Appearing: 1–4
Armor Class: 16
Move: 90
Hit Dice: 6–9
To Hit: +2
No. of Attacks: 2
Damage/Attack: 1–8/1–8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 10%
Size: M (5–6 ft. tall)Stunts: M 1d8, F 1d6, C 1d6
Hopping vampires are the most fearsome
undead in Tianguo. When a body is buried
improperly or in an inauspicious location, the
po soul returns to the body and animates it;
however, the hun soul has already moved on
to Heaven. The po soul, already suffering
after death, reverts to animalistic behavior
and hungers to kill mortals. Without the
heavenly spark of the hun soul, the body is
not truly alive, so it retains the rigidity of
death. The result is a hopping vampire. This
spectacle of these creatures hopping around
looking for victims is vaguely ridiculous; they
are deadly opponents, however, and not to be
underestimated.
The return from death gives the hopping
vampires a greenish tint to their skin, fangs in
their mouths, and razor-sharp fingernails that
are virtual claws. They are usually dressed in
the decaying remnants of funerary wear. In
combat they use both claws and bite, each
inflicting 1d8 of damage.
Hopping vampires are very difficult tokill. They take only half damage from
weapons and martial arts, unless the attacks
count as magical (such as blows from a magic
weapon or martial arts attacks dealt by a
high-level Righteous Fist). Fire-based attacks
also inflict normal damage.
Experienced vampire hunters know that
hopping vampires can locate humans only by
“seeing” their breath. By holding their breath
and covering their nostrils, the hunters are
virtually invisible. This trick is easy to get
wrong, however, and many adventurers have
been killed when they thought they were safe.
A character who wants to hide from the vam-
pire must make a Fortitude feat with a TN of 10. If successful, the character can hold his
or her breath for a number of rounds equal to
the result of the stunt die (minimum 1
round). Once the feat is performed, the char-
acter can take actions as normal on subse-
quent rounds.
Anyone who suffers more than 15 points
of damage from a hopping vampire runs the
risk of becoming a vampire in turn. Exactly
how this occurs is a mystery, but most
shamans agree it is a form of curse. After
combat is over, the injured character must
roll percentile dice. The chance of turninginto a vampire is equal to the amount of
damage he or she sustained (so if the
vampire inflicted 20 points of dam-
age, the chance would be 20%).
Those who succumb to the
curse slowly turn into vampires
themselves, growing fangs and
long fingernails and becoming
more bestial as their po soul
takes over. This process takes 1
day, plus an additional number
of days equal to a Fortitude
stunt roll. To stop the transfor-
mation, a shaman must cast the
remove curse spell on the vic-
tim before the process is com-
plete. Once become a vampire,
the victim cannot be changed
back without the intercession of
a major spirit or god.
Astute readers will notice
that hopping vampires have a
respectable stunt die in Charm.
This does not mean a vampire is
eloquent or seductive. Rather,this score represents the vam-
pire’s ability to terrorize hapless
humans with displays of super-
natural power. Hopping vam-
pires can make Charm feats,
but only to induce fear and ter-
ror. You’ll never see one using a
Charm feat to induce pathos in
the PCs for its pitiful existence. In
Dragon Fist, vampires are mon-
sters, pure and simple.
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Local Spirit Climate/Terrain: Any
Organization: Solitary
Intelligence: Exceptional (15–16) Alignment: Neutral
No. Appearing: 1
Armor Class: 16
Move: 150, fly 300
Hit Dice: 5
To Hit: +2
No. of Attacks: 2
Damage/Attack: 1–10
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 10%
Size: M (4–7 ft. tall)Stunts: M 1d3, A 1d6, S 1d4, I
1d6, C 1d8
Local spirits are usually expressions of Nature
that are tied to one locale. Ponds, trees, and
hills all have spirits associated with them.
These spirits have an excellent knowledge of
their own territory but an extremely limited
awareness of the rest of the world. They can,
however, be very helpful when specific infor-
mation is needed. They are also bound to do
the Jade Emperor’s will and sometimes perform
errands for the gods. For some, this relation-
ship is formalized, especially those who serve
the City Gods. Most spirits take the form of
beautiful humans when dealing with mortals.
Spirits are magical creatures and so can
be hit only by +1 or better magic weapons.
Also, as long as they are in their home envi-
ronment, they can regenerate 5 hit points
reach round. They can also fly as fast they
can run. As well, spirits can cast spells.
Generally speaking, they are able to use any
shaman spell of level 1 to 3 at will.
Local spirits can be very generous to thosemortals who earn their favor—and equally
vengeful to those who incur their wrath. In gen-
eral, spirits are not foes of the PCs but rather a
respected part of the natural order. PCs should
be far more interested in getting information or
aid from a spirit than fighting it.
Major spirits are similar but far more
powerful, associated with mighty rivers and
mountains. Stats for them are not provided
here, since they should never be used as foes.
If you need to determine what they can and
cannot do, let the story guide your decision.
Neeg BarbarianClimate/Terrain: Tropical jungle and
mountains
Organization: Tribal
Intelligence: Very (11–12)
Alignment: Varies
No. Appearing: 2–12
Armor Class: 12
Move: 120
Hit Dice: 1
To Hit: +2
No. of Attacks: 1
Damage/Attack: By weapon type
Special Attacks: AmbushSpecial Defenses: Hide in natural
surroundings
Magic Resistance: None
Size: M (5–6 ft. tall)
Stunts: M 1d3–1, A 1d4
The Neeg barbarians live north of Tianguo, in
the tropical lands around the Tibneeg
Mountains. They inhabit both the mountains
and the jungles, and have a tribal society.
Noted for their battle paint and crude weapons,
they are largely despised by the civilized people
of Tianguo. Despite several attempts to conquer
and assimilate the Neeg, though, they remain a
fiercely independent people.
In battle the Neeg tend to use spears
and axes. The better weapons come from
Tianguo, either through trade or as spoils
from battle. Neeg war parties often launch
raids into the province of Jing. They are most
adept at fighting on their home terrain, how-
ever. When in their homeland, each Neeg
can hide in the surroundings; treat this as a
Hide in Shadows roll at 85% (halved in for-
eign territory). They are especially adept atfighting from ambush and gain an additional
+2 to hit when attacking a surprised foe.
Neeg Chieftains and Shamans: The
leaders of Neeg society are the tribal chiefs
and the shamans. These characters tend to be
between 3rd and 7th level, and can be gener-
ated using the normal character creation rules.
The shamans—and the Neeg in general—
focus their worship on spirits of Nature, espe-
cially those of the Tibneeg Mountains, whom
they consider to be ancestors.
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One-eyed DemonClimate/Terrain: Any
Organization: Brood
Intelligence: Average (8–10) Alignment: Neutral evil
No. Appearing: 2–12
Armor Class: 15
Move: 120
Hit Dice: 3
To Hit: +3
No. of Attacks: 1
Damage/Attack: 1–6
Special Attacks: Gore
Special Defenses: None
Magic Resistance: None
Size: M (4–7 ft. tall)Stunts: M 1d4, F 1d4, I 1d3
The one-eyed demon is an example of a low
ranking minion of Hell. This type of demon is
often summoned or sent to Earth to plague
humanity. It is unclear whether these demons
are native to Hell or the transformed souls of
those sent there. They appear as normal
humans, but their heads are giant and mis-
shapen, bearing one eye and one horn.
In combat one-eyed demons use their
long fingernails. They can also charge and
use their horn for a gore attack. This attack
automatically goes last in the round but does
2d6 damage if successful.
Ox-headed DemonClimate/Terrain: Any
Organization: Solitary
Intelligence: Exceptional (15–16)
Alignment: Lawful evil
No. Appearing: 1
Armor Class: 20
Move: 180Hit Dice: 8
To Hit: +4
No. of Attacks: 2
Damage/Attack: 1–12/1–12
Special Attacks: Charge
Special Defenses: See below
Magic Resistance: 15%
Size: L (10 ft. tall)
Stunts: M 1d8, A 1d3, F 1d8,
S 1d3, I 1d4, C 1d4
The ox-headed demon is a major servant of
the masters of Hell. It is sent to Earth on spe-
cial missions and usually has a brood of lesser
demons to serve it. Shamans disagree as to whether the ox-headed demon is an individual
or simply a type of more powerful demon.
None, however, doubt its prowess.
The ox-headed demon is a huge mass
of muscle covered with filthy hair. As its
name indicates, he has an enormous bovine
head, complete with a big brass ring
through its nose (said to remind it that it too
has a master). The pelt of the ox-headed
demon is full of small parasites, which can
be shaken free and commanded to find
any item or person. They unerringly locate
the quarry, if it is within 2 miles of thedemon’s location, and return within the hour.
The ox-headed demon’s weapon of
choice is an enormous trident that inflicts
1d12 damage against any opponent. It can
also choose to charge with horns lowered.
This attack can target two adjacent oppo-
nents, one with each horn, and inflicts 3d6
damage on each target.
In addition to its listed magic resistance,
the ox-headed demon takes only half damage
from fire-based spells.
SkeletonClimate/Terrain: Any
Organization: Band
Intelligence: Non- (0)
Alignment: Neutral
No. Appearing: 3–30
Armor Class: 13
Move: 120
Hit Dice: 1
To Hit: +1
No. of Attacks: 1
Damage/Attack: 1–6 (weapon)Special Attacks: None
Special Defenses: See below
Magic Resistance: None
Size: M (5–6 ft. tall)
Stunts: None
Skeletons are magically animated undead
monsters, usually the work of evil shamans
with no respect for the dead. Their bones
magically hang together, and they follow the
commands of their creator.
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Skeletons usually fight with weapons,
often those they were buried with. Since
they are basically mindless, they do not fight
very well and inflict only 1d6 points of dam-age per hit, regardless of what weapon they
are fighting with.
Due to their undead state, skeletons are
immune to all spells that affect the mind
(including charm person and delusion). They
are also immune to poison and cold-based
attacks, and take only half damage from
edged or piercing weapons (like swords,
arrows, and spears). Blunt weapons inflict
damage as normal, as does fire.
Spider DemonClimate/Terrain: AnyOrganization: Solitary
Intelligence: High (13–14)
Alignment: Chaotic evil
No. Appearing: 1–3
Armor Class: 18
Move: 150
Hit Dice: 6
To Hit: +2
No. of Attacks: 2
Damage/Attack: 1–8/1–8
Special Attacks: Poison, web
Special Defenses: None
Magic Resistance: 10%
Size: H (14 ft. diameter)
Stunts: M 1d6, A 1d3, F 1d6,
S 1d4, I 1d6, C 1d4
Spider demons are said to be the po souls of
adulterers. They are sometimes summoned to
Earth, where they wreak havoc in mortal
affairs. They can change into human form at
will, and often take on the appearance of
young and beautiful women. However, their
true form is a monstrous hybrid of womanand spider: The torso of a woman melds with
the body of a spider into a horrific whole.
Although the face of a spider demon retains
some beauty, the prominent fangs are hide to
disguise. Spider demons delight on causing
trouble and often take human form to do so.
In combat, the demons use their gigantic
spider legs. Opponents who get too close also
get a taste of their fangs, which do 1d6 points
of damage and inject a virulent poison. Those
bitten must make a saving throw vs. poison
or take 3d10 additional points of damage.
Additionally, spider demons can shoot webs
from their mouths. This is handled as a mis-
sile attack with a range of 40 feet. Anyone hitis entangled and can break free only with a
Might feat (TN 18). Entangled characters can
do nothing except try to break free while the
demon yanks the helpless victim into its wait-
ing embrace.
Wang LiangClimate/Terrain: Temperate forests
Organization: Solitary or tribe
Intelligence: Exceptional (15–16)
Alignment: Neutral evil
No. Appearing: 1–10 Armor Class: 16
Move: 120
Hit Dice: 5
To Hit: +3
No. of Attacks: 2
Damage/Attack: 1–10/1–10
Special Attacks: None
Special Defenses: See below
Magic Resistance: None
Size: L (10 ft. tall)
Stunts: M 1d8, A 1d3–1, F
1d6, S 1d4
Wang Liang [WONG LYUNG] are forest-
dwelling ogres who strike terror into peasants
and soldiers. They are usually over 10 feet tall
and covered with brown fur. Both hands and
feet are clawed and can be used to make mar-
tial arts attacks (damage 1d10). They some-
times use oversized weapons in combat
instead, and these do the damage listed for
that weapon type, +3 for their large size.
Wang Liang are found in such places as
the Forest of Clouds and the deeper reaches
of the An Ying Forest. Luckily for their humanneighbors, the ogres seem to fight among
themselves frequently. This keeps their num-
bers relatively small. When they get hungry,
however, they organize raiding parties and
attack human settlements.
Some Wang Liang know the secret of
invisibility. Perhaps one in a hundred has a
magical hat that confers invisibility on its
wearer. This lasts until the wearer makes an
attack or the hat is taken off. Mysteriously,
these hats don’t seem to work for humans.
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Weretiger Climate/Terrain: Any wilderness
Organization: Solitary
Intelligence: Average (8–10) Alignment: Neutral evil
No. Appearing: 1–6
Armor Class: 17
Move: 120
Hit Dice: 6+2
To Hit: +3
No. of Attacks: 3
Damage/Attack: 1–6/1–6/1–12
Special Attacks: None
Special Defenses: +1 or better weapon
to hit
Magic Resistance: NoneSize: M or L (6–9 ft. tall)
Stunts: M 1d6/1d8, A 1d4, F
1d4
Weretigers are said to be those cursed by
Nature spirits for their destructive behavior.
According to an old saying, “Those who act
as animals will become animals.” Weretigers
can be found in any wilderness setting, but
they most favor the jungles and mountains of
the north. Many in Tianguo associate them
with the Neeg barbarians and believe that all
Neeg are weretigers.
Weretigers have three forms. In their
human form, they look entirely normal. They
can speak and use weapons and pass for
average humans, but cannot retain this form
for longer than a day at a time. Their second
form is a hybrid of human and tiger, the
weretiger proper. The final form is that of the
tiger itself, with no trace of humanity.
In human form, weretigers use weapons
as normal. In hybrid and full tiger form, a
weretiger gets two claw attacks and one bite
as detailed above. In full tiger form, the weretiger’s Might stunt die increases to 1d8 to
simulate its increased size.
Weretigers are vicious predators. They
will hunt and eat nearly anything but prefer
humans above all others. Those killed and
eaten by a weretiger return to Earth as
ghosts who must haunt the area of their
death until they lure a new victim into the
weretiger’s jaws. Only then will their souls go
to Hell for judgment.
The curse of the weretiger cannot be
reversed under normal circumstances. Only
with the aid of a major spirit or god could a
shaman hope to restore the weretiger to
humanity.
Yi BarbarianClimate/Terrain: Southern steppes
Organization: Clan
Intelligence: Very (11–12)
Alignment: Varies
No. Appearing: 3–30
Armor Class: 4
Move: 240 mounted/
120 afoot
Hit Dice: 1
To Hit: +2
No. of Attacks: 1
Damage/Attack: By weapon type
Special Attacks: Mounted combat
Special Defenses: None
Magic Resistance: None
Size: M (5–6 ft. tall)
Stunts: M 1d3, A 1d3
The Yi barbarians live on the great southern
steppes beyond the Horse’s Tail River. They
are the bogeymen of southern Tianguo, and
many tales are told of their cruelty and bar-barism. In fact, though, the Yi are no more or
less likely to act evilly than anyone else. They
do have an antagonistic history with the
empire, and raids across the Horse’s Tail are
common. However, they simply have a differ-
ent culture, one that is not as outwardly “civi-
lized” as that of their neighbors. For this
reason conflict between Tianguo and the Yi
remains likely.
Unlike the people of Tianguo, the Yi bar-
barians have a nomadic lifestyle. Their clans
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travel throughout the steppes, finding good
grazing land and changing location with the
seasons. They are excellent riders and raid
one another as frequently as they doTianguo. When they have invaded Tianguo in
the past, it has been under a strong war
leader. These alliances have inevitably fallen
apart once the charismatic leader died.
In combat the Yi tend to wear full hide
armor. They make great use of the horse bow,
as well as the spear and the single-edged
sword. Such is their skill at mounted warfare
that they receive a +1 bonus to hit and to
damage while fighting on horseback.
Khans: Yi clan leaders are known as
khans. They are usually fighters of level 5 to 7
and have skills and attributes comparable toPC fighters. They usually specialize in either
the horse bow or the single-edged sword.
Lesser Yi war leaders tend to be fighters of
2nd to 4th level.
Shamans: The Yi have their own
shamans, although their religion is slightly dif-
ferent from that of Tianguo. They worship the
sky as a deity and look more to spirits for guid-
ance and aid. Yi shamans can be any level
and use the normal character-creation rules.
ZombieClimate/Terrain: Any
Organization: Band
Intelligence: Non-(0) Alignment: Neutral
No. Appearing: 3–24
Armor Class: 12
Move: 60
Hit Dice: 2
To Hit: +1
No. of Attacks: 1
Damage/Attack: 1–8
Special Attacks: None
Special Defenses: Spell immunity,
immune to poison
Magic Resistance: NoneSize: M (5–6 ft. tall)
Stunts: M 1d3
Zombies are mindless, animated corpses
serving the evil shamans that create them.
They are similar to skeletons but retain flesh
on their bones. The condition of the corpse is
not changed by the animating spell. If the
body was missing a limb, the zombie created
from it is missing the same limb. Since it is
difficult to get fresh bodies (mourning rituals
often stretching into weeks even after burial),
most zombies are in sorry shape, with
decomposing flesh literally falling off their
bones. This makes their movement slow and
jerky. Their rotting stench is detectable up to
100 feet away, depending on the condition of
the body. Zombies cannot talk, being mind-
less, but do often moan horribly. They are
usually dressed in the clothes they were
buried in—what remains of them.
Zombies move very slowly and always
strike last in combat. They keep fighting until
called off or destroyed, and nothing short of a
White Lotus shaman can turn them back.They are immune to poison, all magic that
affects the mind, and cold-based spells.
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